source: nagslang/screens/area.py @ 283:1dd05d03ad21

Last change on this file since 283:1dd05d03ad21 was 283:1dd05d03ad21, checked in by Stefano Rivera <stefano@…>, 7 years ago

Fire on Ctrl too (z isn't convenient on Dvorak)

File size: 7.5 KB
Line 
1"""Display a game area."""
2
3import pygame
4import pymunk
5import pymunk.pygame_util
6
7from nagslang.constants import COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS
8from nagslang.events import ScreenChange, DoorEvent, FireEvent
9from nagslang.level import Level
10from nagslang.screens.base import Screen
11from nagslang.game_object import Bullet
12from nagslang.sound import sound
13
14
15class ControlKeys(object):
16    direction_keys = {
17        (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
18        (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
19        (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
20        (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
21    }
22
23    def __init__(self):
24        self.keys_down = set()
25
26    def key_down(self, key):
27        self.keys_down.add(key)
28
29    def key_up(self, key):
30        self.keys_down.discard(key)
31
32    def handle_event(self, ev):
33        if ev.type == pygame.locals.KEYDOWN:
34            self.key_down(ev.key)
35        elif ev.type == pygame.locals.KEYUP:
36            self.key_up(ev.key)
37
38    def get_direction(self):
39        dx, dy = 0, 0
40        for (tx, ty), keys in self.direction_keys.iteritems():
41            if self.keys_down & keys:
42                dx += tx
43                dy += ty
44        return (dx, dy)
45
46
47class Drawables(object):
48    def __init__(self):
49        self._drawables = {}
50
51    def add(self, drawable):
52        self._drawables.setdefault(drawable.zorder, []).append(drawable)
53
54    def remove(self, drawable):
55        self._drawables[drawable.zorder].remove(drawable)
56
57    def get_drawables(self):
58        for zorder in sorted(self._drawables):
59            for drawable in self._drawables[zorder]:
60                yield drawable
61
62    __iter__ = get_drawables
63
64
65class AreaScreen(Screen):
66
67    def setup(self):
68        self._disable_render = False  # Avoid redrawing on scene changes
69        self.keys = ControlKeys()
70        self._level = Level(self.name, self.world)
71        self._level.load(self.space)
72        self._drawables = Drawables()
73        self.add_walls()
74        self._add_collision_handlers()
75        self.add_protagonist()
76        self.add_game_objects()
77        sound.play_music("POL-cyber-factory-short.ogg")
78
79    def teardown(self):
80        sound.stop()
81
82    def _collision_pre_solve_handler(self, space, arbiter):
83        gobj = arbiter.shapes[1].physicser.game_object
84        result = gobj.collide_with_protagonist(self.protagonist)
85        # The collision handler must return `True` or `False`. We don't want to
86        # accidentally reject collisions from handlers that return `None`, so
87        # we explicitly check for `False` and treate everything else as `True`.
88        if result is False:
89            return False
90        return True
91
92    def _add_collision_handlers(self):
93        for collision_type in CALLBACK_COLLIDERS:
94            self.space.add_collision_handler(
95                COLLISION_TYPE_PLAYER, collision_type,
96                pre_solve=self._collision_pre_solve_handler)
97
98    def add_walls(self):
99        self.walls = []
100        body = pymunk.Body()
101        body.position = (0, 0)
102        walls = self._level.get_walls()
103        for wall in walls:
104            if len(wall) < 2:
105                # Don't try to add a useless wall
106                continue
107            corners = wall
108            corner = corners[-1]
109            for next_corner in corners:
110                wall = pymunk.Segment(body, corner, next_corner, 5)
111                wall.elasticity = 1.0
112                self.walls.append(wall)
113                corner = next_corner
114        self.space.add(*self.walls)
115
116    def add_game_objects(self):
117        for drawable in self._level.drawables:
118            self._drawables.add(drawable)
119
120    def add_protagonist(self):
121        self.protagonist = self.world.protagonist
122        self.protagonist.change_space(self.space)
123        self._drawables.add(self.protagonist)
124
125    def handle_event(self, ev):
126        if ev.type == pygame.locals.KEYDOWN:
127            if ev.key == pygame.locals.K_ESCAPE:
128                ScreenChange.post('menu')
129            if ev.key == pygame.locals.K_c:
130                self.protagonist.toggle_form()
131                self.world.transformations += 1
132            if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL):
133                self.world.attacks += 1
134                self.protagonist.attack()
135            if ev.key == pygame.locals.K_SPACE:
136                self.protagonist.perform_action()
137        elif DoorEvent.matches(ev):
138            self.protagonist.set_position(ev.dest_pos)
139            if ev.destination != self.name:
140                # Go to anther screen
141                self._disable_render = True
142                self.world.rooms += 1
143                ScreenChange.post(ev.destination)
144                return
145            # else we're teleporting within the screen, and just the
146            # position change is enough
147        elif FireEvent.matches(ev):
148            bullet = Bullet(self.space, ev.source, ev.impulse)
149            self._drawables.add(bullet)
150        self.keys.handle_event(ev)
151
152    def _calc_viewport(self, level_surface, display_surface):
153        level_size = level_surface.get_size()
154        display_size = display_surface.get_size()
155        protagnist_pos = self.protagonist.physicser.get_render_position(
156            level_surface)
157        x_wide = display_size[0] // 2
158        y_wide = display_size[1] // 2
159        if display_size[0] > level_size[0]:
160            x = -(display_size[0] - level_size[0]) // 2
161        elif protagnist_pos[0] < x_wide:
162            x = 0
163        elif protagnist_pos[0] > level_size[0] - x_wide:
164            x = level_size[0] - display_size[0]
165        else:
166            x = protagnist_pos[0] - x_wide
167        if display_size[1] > level_size[1]:
168            y = -(display_size[1] - level_size[1]) // 2
169        elif protagnist_pos[1] < y_wide:
170            y = 0
171        elif protagnist_pos[1] > level_size[1] - y_wide:
172            y = level_size[1] - display_size[1]
173        else:
174            y = protagnist_pos[1] - y_wide
175        return pygame.rect.Rect(x, y, display_size[0], display_size[1])
176
177    def render(self, surface):
178        if self._disable_render:
179            return
180        background = self._level.get_background()
181        mysurface = background.copy()
182        for drawable in self._drawables:
183            drawable.render(mysurface)
184        render_rect = self._calc_viewport(mysurface, surface)
185        surface.blit(mysurface, (0, 0), render_rect)
186        for overlay in self._level.overlay_drawables:
187            if overlay.is_visible():
188                overlay.render(surface, render_rect.topleft)
189        self.render_health_bar(surface)
190
191    def tick_protagonist(self):
192        dx, dy = self.keys.get_direction()
193        self.protagonist.set_direction(dx, dy)
194
195    def tick(self, seconds):
196        self.tick_protagonist()
197        for drawable in self._drawables:
198            drawable.animate()
199
200        super(AreaScreen, self).tick(seconds)
201
202    def render_health_bar(self, surface, damage_experienced=None):
203        rect = pygame.Rect(50, 500, 110, 50)
204        if damage_experienced:
205            health_box_colour = pygame.color.THECOLORS['red']
206        else:
207            health_box_colour = pygame.color.THECOLORS['white']
208        pygame.draw.rect(surface,  health_box_colour, rect, 0)
209        if self.protagonist.in_human_form():
210            health_colour = pygame.color.THECOLORS['red']
211        else:
212            health_colour = pygame.color.THECOLORS['purple']
213        rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
214        pygame.draw.rect(surface,  health_colour,
215                         rect, 0)
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